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Unearthed

Arcana:
Psionics & the Mystic, Take 2

These unofficial game mechanics are in draft form,
usable in your campaign but not fully tempered by
playtests and design iterations. They might be
unstable; if you use them, be ready to rule on any
issues that come up. Theyre written in pencil, not
ink. For these reasons, material in this column is
not legal in D&D Adventurers League events.
This month, Unearthed Arcana returns to the
mystic character class and the rules for psionics.
Based on the playtest feedback you sent us, there
are a number of changes you can expect:
The class now goes to 10th level. The core
concepts had enough support that we feel
confident moving forward with them.
Psionics is more flexible. You have a psychic
focus, which allows you to pick one discipline
and gain a constant, special benefit from it.
Otherwise, you can expend points to use any
discipline you know.
Psionics now includes psionic talents, the
equivalent of a spellcasters cantrips.
Psionic disciplines are now available to all
mystics, regardless of mystic order. However,
your order grants you a benefit for using its
associated disciplines.
You can expect a survey asking for feedback on
these draft rules in a month or so. At this point,
were not necessarily tied to any of these options.
This effort is merely a first draft to gauge where
we should start and what kind of approach to
psionics in fifth edition will work best. Read on
and enjoy.

Psionics
Psionics is a source of power that originates from
within a creatures mind, allowing it to augment its
physical abilities and affect the minds of others.
Psionic abilities are called psionic disciplines,
since each one consists of rigid mental exercises

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needed to place a creature in the correct mindset


to wield psionic power.
A discipline offers a number of abilities, but
some of them require additional energy and
expertise to create their effects.
Psionic talents are akin to disciplines, but they
require no psi energy and can be used at will. They
are almost an innate part of the mystic.
In addition, a creature skilled in the use of
psionics can exert its psychic focus on a psionic
discipline. This effect allows a creature to gain a
constant benefit from the discipline.

Otherworldly Power
Not every D&D world features psionic power to
the same extent. Psionics indirectly originates
from the Far Realm, a dimension outside the
bounds of the known multiverse. The Far Realm
has its own alien laws of physics and magic. When
its influence extends to a world, the Far Realm
invariably spawns horrific monsters and madness
as it bends reality to its own rules.
As the laws of reality twist and turn, individual
minds can be awakened to the cosmic
underpinnings that dictate the form and nature of
reality. The tumult caused by the Far Realm
creates echoes that can disturb and awaken minds
that would otherwise slumber. Such awakened
creatures look on the world in the same way that
creatures existing in three dimensions might look
on a two-dimensional realm. They see possibilities,
options, and connections that are unfathomable to
those with a more limited view of reality.
In worlds that are relatively stable and hew close
to the archetypal D&D setting presented in the
core rulebooks, psionics is rareor might not
exist at all. The cosmic bindings that define the
multiverse are strong in such places, making it
unlikely that an individual mind can perceive the
possibilities offered by psionics. Mystics in such
worlds might be so scarce that a mystic never
meets another practitioner of the psionic arts.
Characters might unlock their psionic potential by

random chance, and ancient tomes, journals, and


other accounts of mystics might serve as the only
guide to mastering this form of power.
Psionics is more common in worlds where the
bounds of reality have been twisted and warped.
The realm of Athas in the Dark Sun campaign
setting is the prime example of a world where
psionics is common. The gods are absent, magic
has been twisted into an ecological scourge, and
the common threads that bind many worlds of
D&D have been sundered. By contrast, the world of
Eberron is a setting where the bounds of reality
have been tested but not fully broken. Psionics is
not as pervasive in Eberron as in Athas, but the
influence of the otherworldly realm of Xoriat
makes it a known and studied art.

Psionics and Magic


Psionics and magic are two distinct forces. In
general, an effect that affects a spell has no effect
on a psionic effect. There is one important
exception to this rule. A psionic effect that
reproduces a spell is treated as magic. A psionic
effect reproduces a spell when it allows a psionic
creature or character to cast a spell. In this case,
psionic energy taps into magic and manipulates it
to cast the spell.
For example, the mind flayer as presented in the
Monster Manual has the Innate Spellcasting
(Psionics) feature. This feature allows the mind
flayer to cast a set of spells using psionic energy.
These spells can be countered with dispel magic
and similar effects.

Mystic
The Mystic

Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Proficiency
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4

A mystic draws on the power of psionicsthe


energy of the mindto create powerful effects.

Class Features
As a mystic, you gain the following class features.

Hit Points
Hit Dice: 1d8 per mystic level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per mystic level after 1st

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History,
Insight, Medicine, Nature, Perception, and
Religion

Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
(a) a spear or (b) a mace
(a) leather armor or (b) scale mail
(a) a light crossbow and 20 bolts or (b) any
simple weapon
(a) a scholars pack or (b) an explorers pack


Talents Disciplines
Features
Known Known
Psionics, Mystic Order
1
2
Mystical Recovery
1
3
Mystic Order feature
2
3
Ability Score Improvement, Strength of Mind
2
3

2
4
Mystic Order feature
2
4

2
5
Ability Score Improvement, Mystic Order feature 2
5

2
6
Consumptive Power
3
6

Psi
Points
4
6
14
17
27
32
38
44
57
64

Psi
Limit
2
2
3
3
5
5
6
6
7
7

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Psionics
As a student of psionics, you can master and use
psionic disciplines and talents.

Psionic Talents
A psionic talent is a minor psionic effect you have
mastered. At 1st level, you know one psionic talent
of your choice (see the talent options later in this
class description). You learn additional talents of
your choice at higher levels, as shown in the
Talents Known column of the Mystic table.

Psionic Disciplines
A psionic discipline is a rigid set of mental
exercises that allows a mystic to manifest psionic
power. Such disciplines are divided into two
categories: lesser disciplines and greater
disciplines. A mystic masters only a few disciplines
at a time.
At 1st level, you know two lesser disciplines of
your choice (see the discipline options later in this
class description). You learn additional disciplines
of your choice at higher levels, as shown in the
Disciplines Known column of the Mystic table. You
must be at least 5th level to learn a greater
discipline.
In addition, whenever you gain a level in this
class, you can replace one discipline you know
with a different one of your choice. You can
replace a lesser discipline with a greater discipline,
but only if you are at least 5th level.

Psi Points
You have an internal reservoir of energy that can
be devoted to the psionic disciplines you know.
This energy is represented by psi points. Each
psionic discipline describes effects you can create
with it by spending a certain number of psi points.
A psionic talent requires no psi points.
The number of psi points you have is based on
your mystic level, as shown in the Psi Points
column of the Mystic table. The number shown for
your level is your psi point maximum. Your psi
point total returns to its maximum after you finish
a long rest. The number of psi points you have
cant go below 0 or over your maximum.

Psi Limit
Though you have access to a potent amount of
psionic energy, it takes training and practice to
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channel that energy. There is a limit on the


number of psi points you can spend to activate a
psionic discipline. The limit is based on your
mystic level, as shown in the Psi Limit column of
the Mystic table. For example, as a 3rd-level mystic,
you can spend no more than 3 psi points on a
discipline each time you use it, no matter how
many psi points you have.

Psychic Focus
You can focus psychic energy on one of your
psionic disciplines to draw ongoing benefits from
it. As a bonus action, you can choose one of your
psionic disciplines and gain its psychic focus
benefit, which is detailed in that disciplines
description. The benefit lasts until you are
incapacitated or until you use another bonus
action to choose a psychic focus benefit. You can
have only one psychic focus benefit at a time.

Psionic Ability
Intelligence is your psionic ability for your psionic
disciplines. You use your Intelligence modifier
when setting the saving throw DC for a psionic
discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus +
your Intelligence modifier

Discipline attack modifier = your proficiency
bonus + your Intelligence modifier

Mystic Order
At 1st level, you choose a Mystic Order: the Order
of the Awakened or the Order of the Immortal,
both detailed at the end of the class description.
Each order specializes in a particular approach to
psionics. Your order gives you features when you
choose it at 1st level and additional features at 3rd,
6th, and 8th level.

Mystical Recovery
Starting at 2nd level, you draw vigor from the psi
energy you use to power psionic disciplines
associated with your Mystic Order.
Whenever you spend psi points on a psionic
discipline of your order, you regain hit points
equal to your Intelligence modifier if your current
hit point total equals half your hit point maximum
or less.
3

Ability Score Improvement


When you reach 4th level, and again at 8th level,
you can increase one ability score of your choice
by 2, or you can increase two ability scores of your
choice by 1. As normal, you cant increase an
ability score above 20 using this feature.

Strength of Mind
Even the simplest psionic techniques require a
deep understanding of how psionic energy can
augment mind and body. This understanding
allows you to alter your defenses to better deal
with threats.
Starting at 4th level, you can replace your
proficiency in Wisdom saving throws whenever
you finish a short or long rest. To do so, choose
Strength, Dexterity, Constitution, or Charisma. You
gain proficiency in saves using that ability, instead
of Wisdom. This change lasts until you finish your
next short or long rest.

Consumptive Power
At 10th level, you gain the ability to sacrifice your
health in exchange for psychic power. As a bonus
action, you regain up to 5 psi points. For each point
you choose to regain this way, your current hit
points and hit point maximum are both reduced by
1 for each level you have in this class. This
reduction cant be lessened in any way.
Once you use this feature, you cant use it again
until you finish a long rest, and the reduction to
your hit point maximum lasts until you finish a
long rest.

transcending the physical, the Awakened hope to


attain a perfect state of beingfocused on pure
intellect and mental energy.
The Awakened are skilled at bending minds and
unleashing devastating psychic attacks, and are
able to read the secrets of the world through
psionic energy. Awakened mystics who take to
adventuring excel at unraveling mysteries, solving
puzzles, and defeating monsters by turning them
into unwilling pawns.

Mind Mastery
At 1st level, you gain the mind meld and thought
spear psionic talents (these are in addition to the
talents you gain in the Mystic table). If you already
have either one, you can pick any other talent to
replace it.

Awakened Expertise
Starting at 1st level, your focused mental training
grants you extended knowledge. You gain
proficiency in two skills of your choice.
In addition, choose one skill you are proficient in.
Your proficiency bonus is doubled for any ability
check you make that uses that skill.

Psionic Investigation

Psionics is a mysterious form of power within


most D&D worlds. Secretive orders study its
origins and applications, while pushing the
boundaries of what psychic power can achieve.
Each mystic order pursues a specific goal for
psionic power. That goal shapes how the members
of an order understand psionics and determines
the disciplines they master.

At 3rd level, you can focus your mind to read the


psionic imprint left on an object. If you hold an
object and concentrate on it for 10 minutes (as if
concentrating on a psionic discipline), you learn a
few basic facts about it. You gain a mental image
from the objects point of view, showing the last
creature to hold the object, regardless of how long
ago it was last handled.
You also learn of any events that have occurred
within 20 feet of the object within the past 24
hours. The events you perceive unfold from the
objects perspective. You see and hear such events
as if you were there, but cant use other senses.
Additionally, you can embed an intangible
psionic sensor within the object. For the next 24
hours, you can use an action to learn the objects
location relative to you (its distance and direction)
and to look at the objects surroundings from its
point of view as if you were there. This perception
lasts until the start of your next turn.

Order of the Awakened

Psychic Surge

Mystic Orders

Mystics dedicated to the Order of the Awakened


seek to unlock the full potential of the mind. By
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Starting at 6th level, you overload your psychic


focus to batter down an opponents defenses. You

can impose disadvantage on a targets saving


throw against a discipline or talent you use, but at
the cost of using your psychic focus. Your focus
immediately ends, and you cant use it again until
you finish a short or long rest. You cant use this
feature if you cant use your psychic focus.

Potent Psionics
At 8th level, you can add your Intelligence modifier
to the damage you deal with any psionic talent.

Order of the Immortal


The Order of the Immortal strives to achieve
physical perfection by augmenting the bodys
natural strength with psychic power. This orders
goal is for its members to achieve immortality by
overcoming the effects of aging through rigorous
discipline and psionic perfection. To members of
this order, psionic energy is a tool to augment,
control, and perfect the physical body.
Members of this order who take up the
adventuring life are skilled warriors. Their psionic
abilities allow them to shrug off injuries and
hazards, while focusing their strength and speed in
combat.

Martial Order
At 1st level, you gain proficiency with martial
weapons, heavy armor, and shields.

Psionic Resilience
At 3rd level, you learn to use psionic energy to
speed up your natural healing. At the start of each
of your turns, you gain temporary hit points equal
to your Intelligence modifier, provided that you
have at least 1 hit point.

Surge of Health
Starting at 6th level, you can draw on your psychic
focus to escape deaths grasp. As a reaction when
you take damage, you can halve that damage
against you. Your psychic focus immediately ends,
and you cant use it again until you finish a short or
long rest. You cant use this ability if you cant use
your psychic focus.

Cutting Resonance
At 8th level, you gain the ability to infuse your
weapon attacks with psychic energy. Once on each
of your turns when you hit a creature with a
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weapon, you can deal an extra 1d8 psychic damage


to the target. When you reach 14th level, this extra
damage increases to 2d8.

Psionic Disciplines
Psionic disciplines are the heart of a mystics craft.
They are the mental exercises and psychic
formulae used to forge inner will into tangible
effects.
Disciplines were each discovered by different
orders and tend to reflect their creators ethos and
specialties. However, a mystic may learn any
discipline regardless of its associated order.

Using a Discipline
Each discipline has a number of ways you can use
it, all contained in its description. The discipline
specifies the type of action and number of psi
points needed to use its effect options. It also
details whether you must concentrate on its effects,
how many targets it affects, what saving throws it
requires, and so on.
The following sections go into more detail on
using a discipline.

Psychic Focus
The Psychic Focus section of a discipline describes
the benefit you gain when you choose that
discipline for your psychic focus.

Effect Options and Psi Points


A discipline provides different options for how to
use it with your psi points. Each effect option has a
name, and the psi point cost of that option appears
in parentheses after its name. You must spend that
number of psi points to use that option, while
abiding by your psi limit. If you dont have enough
psi points left, or the cost is above your psi limit,
you cant use the option.
Some options show a range of psi points, rather
than a specific cost. To use that option, you must
spend a number of points within that point range,
still abiding by your psi limit.
Each option notes specific information about its
effect, including the action required to use it (if
any), its range, and whether it requires
concentration. If an option doesnt state that it is
used as an action, a bonus action, or a reaction,
using it requires no action.

Components
Disciplines dont require the components that
many spells require. Using a discipline requires no
spoken words, gestures, or materials. The power
of psionics comes from the mind.

Duration
An option in a discipline specifies how long its
effect lasts.
Instantaneous. If no duration is specified, the
effect of an option is instantaneous.
Concentration. Some effect options require
concentration. This requirement is noted with a C
after the options psi point cost.
Concentrating on a discipline follows the same
rules as concentrating on a spell. This rule means
you cant concentrate on a spell and a discipline at
the same time, nor can you concentrate on two
disciplines at the same time.

Targets and Areas of Effect


Psionic disciplines use the same rules as spells for
determining targets and areas of effect. See
chapter 10, Spellcasting, of the Players Handbook.

Saving Throws and Attack Rolls


If a discipline requires a saving throw, it specifies
the type of save and the results of a successful or
failed saving throw. The DC is determined by your
psionic ability.
Some disciplines require you to make an attack
roll to determine whether the disciplines effect
hits its target. The attack roll uses your psionic
ability.

Combining Psionic Effects


The effects of different psionic disciplines add
together while the durations of those disciplines
overlap. Likewise, different options from a single
psionic discipline combine if they are active at the
same time. However, a specific option from a
psionic discipline doesnt combine with itself if
that option is used multiple times. Instead, the
most potent effectusually dependent on how
many psi points were used to create the effect
applies while the durations of the effects overlap.
Psionics and magic are separate effects, and
therefore their benefits and drawbacks overlap. A
psionic effect that reproduces a spell is an
exception to this rule (see Psionics and Magic
earlier, as well as Combining Magical Effects in
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chapter 10, Spellcasting, of the Players


Handbook).

Discipline Descriptions
The following disciplines are presented in
alphabetical order.

Psionic Disciplines
Discipline
Adaptive Body
Body of Wind
Celerity
Conquering Mind
Intellect Fortress
Iron Durability
Mind Over Emotion
Mind Vault
Psionic Restoration
Psionic Weapon
Third Eye

Rank
Greater
Greater
Lesser
Lesser
Lesser
Lesser
Greater
Lesser
Lesser
Lesser
Lesser

Order
Immortal
Immortal
Immortal
Awakened
Awakened
Immortal
Awakened
Awakened
Awakened
Immortal
Awakened


Adaptive Body
Greater discipline (immortal)
You can alter your body to withstand punishing
environments.
Psychic Focus. While focused on this discipline,
you dont need to eat, sleep, or breathe.
Energy Adaptation (5, C). As an action, you
touch a creature and give it resistance to acid, cold,
fire, lightning, or thunder damage for up to 1 hour.
Energy Immunity (7, C). As an action, you touch
a creature and give it immunity to acid, cold, fire,
lightning, or thunder damage for up to 1 hour.

Body of Wind
Greater discipline (immortal)
You and your possessions take on a gaseous
quality, allowing you to move like a howling gale,
squeeze through small spaces, and escape danger.
You move with the lightest steps using this
discipline.
Psychic Focus. While focused on this discipline,
you take no falling damage and ignore difficult
terrain.
Wind Step (17). As your move, you can fly up
to 20 feet for each psi point you spend. You must
land at the end of this movement, otherwise you
fall, unless you have some means of staying aloft.

Wind Form (5, C). As an action, you gain a flying


speed of 60 feet for 10 minutes.
Misty Form (7, C). As an action, your body
becomes mist-like. In this form, you gain
resistance to bludgeoning, piercing, and slashing
damage. You can pass through openings that are
no more than an inch wide. This benefit lasts for
up to 1 hour.

You channel psionic power into your body, honing


your reflexes and agility to an incredible degree. In
your eyes, the world seems to slow down while
you continue to move as normal.
Psychic Focus. While focused on this discipline,
your speed increases by 5 feet, and you have
advantage on initiative checks. If you are surprised,
you can spend 1 psi point to no longer be
surprised.
Seize the Initiative (15). When you roll
initiative, you can use your reaction to give
yourself or one creature you can see within 60 feet
of you a +2 bonus to initiative for each psi point
you spend.
Surge of Speed (2). As a bonus action, you
increase your speed by 30 feet until the end of
your turn. In addition, you dont provoke
opportunity attacks this turn.
Surge of Action (5). As a bonus action, you can
gain an additional action this turn. That action can
be used only to take the Attack (one attack only),
Dash, Disengage, Hide, or Use an Object action.

this action, provided that it understands the


question. On a successful save, the target is
unaffected, and you cant use this ability on it again
until you finish a long rest.
Occluded Mind (2). As an action, you target a
creature that you can see within 120 feet of you.
The target must make an Intelligence saving throw
(it succeeds automatically if it is immune to being
charmed). On a failed save, the target believes one
statement of your choice for the next 5 minutes,
provided that it understands the statement. The
statement can be up to ten words long, and must
describe you or a creature or object the target can
see. On a successful save, the target is unaffected,
and you cant use this ability on it again until you
finish a long rest.
Broken Will (5). As an action, you target a
creature that you can see within 120 feet of you.
The target must make an Intelligence saving throw.
On a failed save, the target is charmed until the
end of its next turn, during which you choose its
movement and action. On a successful save, the
target is unaffected, and you cant use this ability
on that creature again until you finish a long rest.
Psychic Grip (7, C). As an action, you target a
creature you can see. The target must make an
Intelligence saving throw. On a failed save, you
overload the creature with psychic energy. The
target is paralyzed for 1 minute, but at the end of
each of its turns it can make another Intelligence
saving throw. On a success, this effect ends. On a
failure, you can use your reaction to force the
target to move up to half its speed, despite being
paralyzed.

Conquering Mind

Intellect Fortress

Celerity
Lesser discipline (immortal)

Lesser discipline (awakened)


By channeling psionic power, you gain the ability
to control other creatures by substituting your will
for their own.
Psychic Focus. While focused on this discipline,
you gain proficiency in one of the following skills
of your choice: Deception, Intimidation,
Performance, or Persuasion. You can change the
chosen skill each time you apply your focus to this
discipline.
Exacting Query (2). As an action, you target a
creature that you can see within 120 feet of you.
The target must make an Intelligence saving throw
(it succeeds automatically if it is immune to being
charmed). On a failed save, the target truthfully
answers one brief question you ask it as part of
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Lesser discipline (awakened)


You forge an indomitable wall of psionic energy
around your mindone that allows you to launch
reflexive counterattacks against your opponents.
Psychic Focus. While focused on this discipline,
you gain resistance to psychic damage.
Psychic Backlash (1). As a reaction, you can
impose disadvantage on one attack roll made
against you if you can see the attacker. If the attack
still hits you, the attacker takes psychic damage
equal to half your mystic level (rounded up).
Psychic Parry (13). As a reaction when you
make an Intelligence, a Wisdom, or a Charisma
saving throw, you gain a +2 bonus to that saving
throw for each psi point you spend. You can use

this ability after rolling the die but before applying


the result.
Psychic Redoubt (5, C). As an action, you create
a field of protective psychic energy. For the next 10
minutes, you and creatures of your choice gain the
following benefits while within 30 feet of you:
resistance to psychic damage and advantage on
Intelligence, Wisdom, and Charisma saving throws.

Iron Durability
Lesser discipline (immortal)
This discipline grants you unmatched toughness
and resilience on the battlefield.
Psychic Focus. While focused on this discipline,
you gain a +1 bonus to AC.
Psionic Recovery (2). As an action, you can
spend up to two Hit Dice. Roll each die, add your
Constitution modifier to it, and regain hit points
equal to the total.
Iron Hide (13). As a reaction when you are
attacked, you gain a +2 bonus to AC for each psi
point you spend. You spend these points after
learning the attacks result but before applying its
effects.

Mind Over Emotion


Greater discipline (awakened)
You learn to use psionic energy to manipulate
others with a subtle combination of psi and your
own, natural charm.
Psychic Focus. While focused on this discipline,
you gain a bonus to Charisma checks. The bonus
equals half your Intelligence modifier (minimum
bonus of +1).
Charming Presence (17). As an action, you
exert an aura of sympathetic power. Roll 2d8 per
psi point you spend on this ability; the total is how
many hit points worth of creatures this spell can
affect. Creatures within 30 feet of you are affected
in ascending order of their hit point maximum,
ignoring unconscious creatures or creatures
immune to this effect. Each creature affected by
this ability is charmed by you for 10 minutes.
While charmed, it regards you as a friendly
acquaintance. A creature engaged in combat is
immune to this effect.
Revolting Presence (5, C). As an action, you
exert an aura of repulsive power. Up to five
creatures of your choice that you can see within 30
feet of you must each make an Intelligence saving
throw. On a failed save, a target is frightened of
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you for 10 minutes. While frightened, it takes


psychic damage equal to twice your mystic level if
it doesnt end its turn at least 10 feet farther away
from you than it was at the start of that turn. It can
then make another Intelligence saving throw at the
end of the turn. On a success, this effect ends.
Invoke Awe (7, C). As an action, you exert an
aura that inspires awe and adulation in others. Up
to five creatures of your choice that you can see
within 60 feet of you must each make an
Intelligence saving throw. On a failed save, the
target is charmed by you for 10 minutes. While
charmed, it obeys all your orders to the best of its
ability and without risking its life. The target will
only harm creatures that it has seen harm you
since it first came under the effect of this ability. At
the end of each of its turns it can make another
Intelligence saving throw. On a success, this effect
ends.

Mind Vault
Lesser discipline (awakened)
Your mind forms a light but useful link to other
living things within hundreds of miles. This link
allows you to draw on the knowledge of others in
the following ways.
Psychic Focus. While focused on this discipline,
you gain proficiency with one skill, weapon, shield,
armor, or tool of your choice. Each time you focus
on this discipline, you can choose a different skill,
weapon, shield, armor, or tool.
Borrow Expertise (2). As a bonus action, you
gain advantage on one skill check or saving throw
of your choice that you make before the end of
your next turn. You must opt to gain the advantage
before rolling.
Borrow Language (5). As an action, you gain
the ability to speak, read, and understand one
language for 8 hours. You can use this ability
multiple times to gain its benefits with several
languages.
Borrow Lore (7). As an action, name one specific
location in your mind. You learn a summary of the
important lore regarding that place. At the DMs
option, you also learn up to three secrets about it,
such as the location of traps, passwords, or where
treasure is hidden within it.

Psionic Restoration

Third Eye

Lesser discipline (awakened)

Lesser discipline (awakened)

You wield psionic energy to cure wounds and


restore health to yourself and others.
Psychic Focus. While focused on this discipline,
you can use a bonus action to touch a living
creature that has 0 hit points and automatically
stabilize it.
Mend Wounds (17). As an action, you can
restore hit points to a creature you touch. The
creature regains 3 hit points per psi point you
spend.
Restore Health (3). As an action, you can touch
a creature and remove one of the following
conditions from it: blinded, deafened, paralyzed, or
poisoned.
Restore Vigor (7). As an action, you can touch a
creature and choose one of the following: remove
any reductions to one of its ability scores or
remove one effect that reduces its hit point
maximum.

This discipline can open a third eye within your


mind, opening your doors of perception.
Psychic Focus. While focused on this discipline,
you have blindsight with a radius of 30 feet.
Tremorsense (1, C). As a bonus action, you gain
tremorsense with a radius of 30 feet for up to 1
minute.
Unwavering Eye (1, C). As a bonus action, you
gain advantage on Wisdom checks for up to 1
minute.
Truesight (5, C). As a bonus action, you gain
truesight with a radius of 30 feet for up to 1
minute.

Psionic Weapon
Lesser discipline (immortal)
You channel psionic energy to lend devastating
power to your attacks.
Psychic Focus. While focused on this discipline,
you charge one nonmagical weapon you carry, or
one of your fists, with psionic energy. Attacks you
make with it are considered magical and have a +1
bonus to attack rolls and damage rolls.
Ethereal Weapon (1). As a bonus action, you
can momentarily transform a weapon you hold
into psionic energy. The next attack you make with
this weapon requires no attack roll. Instead, the
target must make a Dexterity saving throw against
this discipline. On a failed save, the target takes the
attacks normal damage and suffers any additional
effects. On a successful save, the target takes half
damage from the attack, but suffers no additional
effects that would normally be imposed on a hit.
Lethal Strike (15). When you hit a target with a
melee weapon attack, you can increase the damage
to that target. The target takes an extra 1d10
psychic damage for each psi point you spend.
Augmented Weapon (5, C). As a bonus action,
you touch one nonmagical weapon and infuse it
with psionic energy. For up to 10 minutes, it is a
magic weapon with a +3 bonus to attack rolls and
damage rolls.

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Psionic Talents
A psionic talent is a psychic ability that requires
psionic aptitude but doesnt drain a mystics
psionic energy. Talents are similar to disciplines
and use the same rules, but with three important
exceptions:
You can never use your psychic focus on a talent.
Talents dont require you to spend psi points to
use them.
Talents arent linked to psionic orders.

Beacon
Psionic talent
As a bonus action, you cause bright light to radiate
from your body in a 20-foot radius and dim light
for an additional 20 feet. The light can be colored
as you like. The light lasts for 1 hour, and you can
extinguish it as a bonus action.

Blade Meld
Psionic talent
As an action, you cause one simple or martial
melee weapon you are holding to dissolve into
your body. This process is harmless to you and the
weapon. Until the weapon reappears, it is
inaccessible, as are any of its properties. You can
have only one weapon at a time affected in this
way. You can summon the weapon to your hand as
a bonus action. It reappears in your space if you
are unconscious or dead.

Light Step
Psionic talent
As a bonus action, you alter your density and
weight to improve your mobility. For the rest of
your turn, your walking speed increases by 10 feet,
and the next time you stand up, you need to spend
no more than 10 feet of movement to do so.

Mind Meld
Psionic talent
As a bonus action, you can communicate
telepathically with one creature you can see within
120 feet of you. You dont need to share a language
with a creature for it to understand your telepathic
utterances, and the creature understands you even
if it lacks a language. You can allow a creature to
respond to you telepathically, but it must
understand at least one language in order to
communicate this way. This ability to
communicate lasts until the start of your next turn.
You cant communicate with an unwilling creature.

Mind Thrust
Psionic talent
As an action, you blast psychic energy at one
creature that you can see within 5 feet of you. The
target must succeed on an Intelligence saving
throw or take 1d6 psychic damage. If the target
takes any of this damage, you can push it up to 10
feet away from you.
The talents damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Thought Spear
Psionic talent
As an action, you psychically strike one creature
that you can see within 120 feet of you. The target
must succeed on an Intelligence saving throw or
take 1d8 psychic damage.
The talents damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Night Eyes
Psionic talent
As an action, you grant yourself darkvision with a
range of 30 feet. This benefit lasts for 1 hour.

2016 Wizards of the Coast LLC

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